I know this question may sound snarky, but that is truly not my intention. And, to define terms, I'm talking about the value of crafting gear and weapons, not the value of crafting weapon mods.
So, in conversations I have read on the theoretical value of crafting, I've only ever seen two opinions:
1.) It's a good stopgap way to craft items to raise your gear score as you progress through the world tiers.
2.) You can craft weapons to try to meet the narrow talent requirements on some of the weekly projects.
Has anyone heard of any other reason that seemed even sort of valid for why crafting exists?
For me, I just didn't do #1, you get plenty of loot to raise your gear score, so it just seemed like a waste of time and resources.
#2 is a feature of the game I only have swear words for. To ask for single weapon type talent drops is just infuriating to me. I mean, we all rejoice when Cassie is selling Unwaverings and we buy 12 at a time. That phenomenon seems highly illustrative, in my mind. But again, basically valid, since we can use our capped resources to try to get Unhinged.
The list of the things crafting *doesn't* do seems also to be limited to two as well, although these are two items that make crafting at endgame seem pretty much pointless.
- Allow you to use those items in recalibation, either on to or off of the item...
- Craft a GS500 item
For those among you that will inevitably respond with, "It's a looter/shooter, not a crafter/shooter," well, thank you. That's my question. Given how the crafting system works, what's the point of the crafting system? Could just hand out the weapon mods on like, bounties or something and just never included crafting in the game... or am I missing something?
At the moment, the only way you justify crafting anything is to feed projects requiring crafted "replica" items, and the blue print rewards are almost never worth a quarter of the invested materials.
Other than weapon attachments, crafted replica items are utterly worthless. Yet, we get more replica blue prints than any other project reward. This current crafting system feels like I'm being trolled by Ubi.
Suggested Fix: As mentioned above, make crafted items identical to dropped loot versions so that they can hit 500GS and interact with recalibration. This makes material farms a worth while time sink and only enriches the player experience.
Tedious crap to artificially inflate play time and to point to and say "see, there’s a popular feature in our game!"
Same with climbing towers, capturing outposts, etc. just gameplay junk food that makes games fat, not good. The difference is some games incorporate it well so the monotony is actually worth the outcome. Ubisoft hasn’t really figured that part out yet, at least with The Division franchise.
These responses seem to underline my point then... say you got all the weapon mods from side missions, perks, and say, bounties. And if crafting was gone from the game... over there there’s just a recalibration station, and that’s it. I just feel like nothing would be missing *at all* from the game. Which seems like a wasted opportunity.
And the reward is just another sh!tty blueprint that you'll never craft because of recalibration and crafted items.Originally Posted by xWAR-CHIEFx Go to original post
The only reason to craft is projects. Crafting gear for yourself, even if you are leveling, is pointless because by the time you upgrade the bench to your current GS range you've already farmed better items outside that range. You should be able to craft 500 gear from the bench and it should be recalibrate-able.
Crafting is useful for:
- Weapon Mods
- Skill Mods
- Gear Sets (yeah, you get some from the raid and they are pretty ridiculous, but its understandable nobody mentioned them because most of you havent played the raid)
- Replicas for Blueprints
Crafting is not useful for:
- Upgrading your weapons and gear pieces
Lets be real for a second, how is that not surprising? How many games did you people play, where crafted material has the same value as looted material? I only know one game currently and that would be Elder Scrolls Online. In every other game, the endgame loot from the toughest bosses are always the best ingame. This is shown here with specific endgame activities that give you 500 gs items, which apparently only have a chance of a better role on basic weapon damage and basic armor, not on the attributes.